Info hlvr toner path: Difference between revisions
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== Properties == | == Properties == | ||
{{KV Source 2 Transform}} | |||
{{KV|Name|string|The name that other entities refer to this entity by.}} | |||
{{KV|Misc Entity Scripts|string|Name(s) of script files that are executed after all entities have spawned.}} | |||
{{KV|First Path Node|string|Name of the first [[info_toner_path_node]] in the path}} | |||
{{KV|Start|string|Name of the entity at the start of this path (port or junction)}} | |||
{{KV|End|string|Name of the junction at the end of this path, if any}} | |||
== Outputs == | == Outputs == |
Revision as of 02:04, 26 May 2020
The info_hlvr_toner_path is an invisible entity which is used to connect and define the toner puzzles in HL:A based mods.
Entity description
The info_hlvr_toner_path is the logical portion of a toner puzzle, used to define the nodes used to make up a path as well as the starting and ending entities. It fires outputs when powered or unpowered.
Properties
Source 2 Transform:
- Origin (origin) <coordinates>
- The world space origin of the entity.
- Angles (angles) <angles>
- The pitch, yaw, roll orientation of the entity.
- Scale (scales) <vector>
- The x, y, z scales of the entity. Not all entities can use this.
- Transform Locked (transformLocked) <boolean>
- Lock the transform at its current value, preventing the transform of the node from being modified. Only applies within Hammer.
- Force Hidden (force_hidden) <boolean>
- Visually hides the entity from the viewports. The Outliner pane will still list hidden entities.
- Editor Only (editorOnly) <boolean>
- Entity is only displayed in Hammer and will not appear in game.
- Misc Entity Scripts ([todo internal name (i)]) <string>
- Name(s) of script files that are executed after all entities have spawned.
- First Path Node ([todo internal name (i)]) <string>
- Name of the first info_toner_path_node in the path
- Start ([todo internal name (i)]) <string>
- Name of the entity at the start of this path (port or junction)
Outputs
- OnPowerOn
- Fire when the path is electrified.
- OnPowerOff
- Fire when the path is de-electrified.
- OnKilled
- Fire when the entity is killed and removed from the game.
- OnUser1
- Fired in response to FireUser1 input
- OnUser2
- Fired in response to FireUser2 input
- OnUser3
- Fired in response to FireUser3 input
- OnUser4
- Fired in response to FireUser4 input